![]() ![]() We set it to "Temporal AA High" on all the screenshots, as otherwise jaggies can be quite visible and there's not that much of a performance impact on most GPUs. There's one thing to note, however, and it's that anti-aliasing (AA) isn't changed with the presets. There are more shadows visible in some scenes on high, but ultra looks nearly indistinguishable from high. ![]() Moving up from medium, you get the usual diminishing returns. There's a loss in image fidelity with the low preset, with lower resolution textures and shadow maps, fewer particles, etc., but even then it doesn't look bad. Most people will be fine with the medium preset as a starting point, and the game tends to look pretty similar in most cases, regardless of settings. Flip to the custom option and you can see the various individual settings. And both games have received relatively lukewarm reviews so far, unfortunately.ĭead Island 2 uses Unreal Engine, and it has four graphics presets along with a custom option: Low, Medium, High, and Ultra. That's an Nvidia-promoted game that also uses Unreal Engine 4, so we've got a Team Red versus Team Green competition of sorts. ![]() Note that this is a companion piece of sorts to our Redfall PC benchmarks article. But at least all of the GPU companies have issued Game Ready drivers for Dead Island 2, so let's cover the settings and see how it runs. That usually means a game has been tuned more for AMD GPUs, and in this case it leaves out any form of ray tracing or support for the competing DLSS and XeSS upscalers. There are some caveats of course, like the AMD-promoted aspect. We've tested the game on many of the best graphics cards to see how it performs and what settings might be best on a variety of GPUs. That's AMD's upscaling algorithm that competes against DLSS, only without any special hardware requirements as it will work on just about any graphics card. It's also an AMD-promoted game, with support for FSR 2, FidelityFX Super Resolution 2. These obviously aren’t “presets” but things you would custom create and place into the custom benchmark.Ĭould be useful to run the same game between mobile and PC, but that’s about it? Usually you just set your game to have a minimum hardware prerequisite for PC and release it “fully loaded” without options to disable much or anything since around 1990.Dead Island 2 arrived on April 21, dropping you in the middle of "Hell-A" - a zombie apocalypse take on Hollywood and its surroundings. Particles can add a lot of overhead for instance so if you are targeting lower end systems you would create a way to just globally disable some particles. I’m not sure if the system you are referring to is some sort of built in tool that does something similar to this with the preset epic settings or what, however the end goal would probably still be to read out the stat fps value to a variable for comparison.Īs far as things to tweak on/off when benchmarking the most drastic difference / benefit is usually anything to do with less triangles on screen and less transparent effects on screen. With that sequence you adjust settings one at a time until you get to the least possible acceptable FPS avarage. For an AAA style result I would create a custom benchmark and step through different settings until the FPS is below a desired threshold.īasically you take a 2m run of a cinematic sequence that you benchmarked before or that you know the basic triangle count/information of already.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |